Everquest II only came out 3 weeks before WoW, so we can basically say that they introduced the mechanic at about the same time. And, from someone who's played both, it's apparent that WoW did it better; whereas EQ2 rarely ever strayed from the "Kill X enemies" formula, WoW at least has you going for other objectives from time to time.dradiscontact said:If I remember correctly, it was actually Everquest 2 that first made the transition from mob-grinding based leveling to quest based leveling. WoW didn't introduce the idea. WoW just became more popular.
EQ2 had it, yes, but WoW popularized the model because of its, well, popularity.dradiscontact said:If I remember correctly, it was actually Everquest 2 that first made the transition from mob-grinding based leveling to quest based leveling. WoW didn't introduce the idea. WoW just became more popular.
You, esteemed sir, are confusing "repetition" with "tedium." The two are not mutually inclusive. In a good combat game, your goal is not to kill one hundred enemies, but to kill one hundred enemies in one hundred different situations, with different surroundings, different available equipment, and different goals in each (or most) cases.Hang on a minute. Yes, you're killing enemies over and over again. Don't you do that in every game where combat is a major element of the experience?...
...The perceived difference between killing thousands of enemies in an MMOG and killing tons of enemies in Uncharted 2, of course, is that Nate Drake is murdering with a purpose in order to advance the story.
I agree. Context being the only difference would imply we only put up with killing loads of dudes because we want to see the story, and that grinding is just showing it on it's own where it then becomes tedious.The Big Eye said:You, esteemed sir, are confusing "repetition" with "tedium." The two are not mutually inclusive. In a good combat game, your goal is not to kill one hundred enemies, but to kill one hundred enemies in one hundred different situations, with different surroundings, different available equipment, and different goals in each (or most) cases.Hang on a minute. Yes, you're killing enemies over and over again. Don't you do that in every game where combat is a major element of the experience?...
...The perceived difference between killing thousands of enemies in an MMOG and killing tons of enemies in Uncharted 2, of course, is that Nate Drake is murdering with a purpose in order to advance the story.
Mortal Kombat, for example, gives little kontext (see what I did there?) to your actions. But still, defeating Blaze three times (or, hell, a few dozen times) in a row would still be more fun than collecting an equivalent number of Swamp Rat Pituitary Glands - provided, of course, that you stripped the latter situation of its artificial reward. (In the same way, one mission from Generic First-Person Shooter #36, repeated over and over, would get boring fast no matter how many times you changed the name of the minor boss and gave you a different reason to flip the breaker switch.)
See, that's the problem with grinding. It makes repetitive actions seem meaningful through an arbitrary framing device. It rewards not skill, but persistence.
Time, and fun.John Funk said:What?s the difference between killing a bunch of enemies in TF2 and killing a bunch of enemies in Final Fantasy XI?
But barring perfect conditions you'll fight the same enemies under different circumstances. I can't tell you the number of times I've had to be quick on my feet in WoW because an enemy respawned on top of one I just killed or I had to manage multiple enemies at once because I had little space to work with. In such a massive game with so many goals and so many people there's no way you'll be grinding under the same conditions, ideal or not, 100% of the time. The context is always changing.The Big Eye said:You, esteemed sir, are confusing "repetition" with "tedium." The two are not mutually inclusive. In a good combat game, your goal is not to kill one hundred enemies, but to kill one hundred enemies in one hundred different situations, with different surroundings, different available equipment, and different goals in each (or most) cases.
Mortal Kombat, for example, gives little kontext (see what I did there?) to your actions. But still, defeating Blaze three times (or, hell, a few dozen times) in a row would still be more fun than collecting an equivalent number of Swamp Rat Pituitary Glands - provided, of course, that you stripped the latter situation of its artificial reward. (In the same way, one mission from Generic First-Person Shooter #36, repeated over and over, would get boring fast no matter how many times you changed the name of the minor boss and gave you a different reason to flip the breaker switch.)
See, that's the problem with grinding. It makes repetitive actions seem meaningful through an arbitrary framing device. It rewards not skill, but persistence.
*Slams breaks*John Funk said:Come back next week when we look at why the grind isn't necessarily something to be demonized.
You avoid battles too, huh?John Funk said:John Funk always winds up underleveled in Pokémon every single play-through.
I used to avoid battles as well, until I got Sapphire and then I found myself searching for battles and being upset that their weren't enough to level all of my guys to 100 before the 1st gym (I am being hyperbolic of course)!Nimbus said:You avoid battles too, huh?John Funk said:John Funk always winds up underleveled in Pokémon every single play-through.